Ahoi! Before my vacation I released GM Cheat Sheet #08 that I don’t think I announced to you. Check out the Forests 5 Room Dungeon Generator at DriveThruRPG. Have your dice ready to quickly create interesting forest-based 5 Room Dungeons, adventures, and encounters. You can also watch a video walkthrough of the GM Cheat Sheet […]
Continue reading6 Ways To Spice Up Boring Combats Combats offer a delicious nexus between dice-rolling gameplay, storytelling, roleplaying, and tactics. Alas, many battles become boring slugfests that offer no variety. Here are a half dozen ways to spice things up in your next fight. 1. Add Space Fighting in a telephone booth restricts options and gets […]
Continue readingRoleplaying Tips Newsletter #1218 How To Improvise When Players Do Combat Stunts in OSR RPGs Bonjour, Johnn! Last session a player went way outside the rules. He wanted his character to leap through the air onto a giant bird’s leg, climb up the tarsus, then release a magical belt attached to the beast’s limb. This […]
Continue readingRoleplaying Tips Newsletter #1214 How To Keep Players of Unconscious & Dying Characters Engaged When a character drops in combat, the fun stops for that player. While they can cheer their friends on, they can no longer join the fun. Different systems have different rules around death and dying. Regardless of ruling, here are some […]
Continue readingRoleplaying Tips Newsletter #1197 A Brief Word From Johnn Do you allow players to change their characters during level-up or between games? I received a nice tip on the weekend about this from RPT GM Paul M: I offered to modify the ability scores of the barbarian in my friends and family game to more […]
Continue readingBy Johnn Four, patreon.com/johnnfour Roleplaying Tips Newsletter #1191 It sucks when a character dies. To avoid discomfort or upset players, many GMs end up supporting Mary Sue PCs. Or we provide plot armour so thick we earn no drama from combat, traps, and hazards. I support character death as a result of fair gameplay. This […]
Continue readingIn Faster Combat, a Three Round Combat Plan is how your combat will end after your side has had three licks against the other side. Why would we make something like that? If your fights finish after the third bell, think how much faster they’ll be than melees that just grind on to the last […]
Continue readingRoleplaying Tips Newsletter #1162 Ahn-nyong-ha-se-yo Johnn, It’s a Mail Bag issue and today I’ve got four helpful GMing tips for you. First is about alternative combat outcomes. Second is how to instantly generate ideas. Third is about adding clues. Fourth is a fantastic 5 question formula for fast 5 Room Dungeon ideation. Before we dive […]
Continue readingRoleplaying Tips Newsletter #1161 How do you make your next combat fast and exciting effective 3 Round Combat Plans? And what are we supposed to do in each round? What is our strategy here? That’s what I show you in today’s tips, which are taken from my brand new Faster Combat 5E course launching this […]
Continue readingRoleplaying Tips Newsletter #1158 Recently, I’ve been talking about crummy combats. They kill entire campaigns if you let them. And the remedies I’m seeing out there don’t really make a dent. You can shave a few seconds by rolling attack and damage at once, but we want to cut our combat length by at least […]
Continue readingRoleplaying Tips Newsletter #1157 Dia Dhuit Johnn, How can you make travel and exploration more interesting? And what can we do about players who like to kill everything and ignore roleplay? I’ll share a couple of tips on these topics, triggered by recent emails, with you today. Too Hack & Slash Focused Roleplaying Tips GM […]
Continue readingRoleplaying Tips Newsletter #1149 How do you make your next combat fast and exciting effective 3 Round Combat Plans? And what are we supposed to do in each round? What is our strategy here? That’s what I show you in today’s tips, which are taken from my brand new Faster Combat 5E course launching this […]
Continue readingRoleplaying Tips Newsletter #1148 In Faster Combat, a Three Round Combat Plan is how your combat will end after your side has had three licks against the other side. Why would we make something like that? If your fights finish after the third bell, think how much faster they’ll be than melees that just grind […]
Continue readingRoleplaying Tips Newsletter #1137 RPT GM Iron-D&D asks what 3 Round Combat Plans are, which I mentioned in a recent email titled My Secret For Effectively Building Epic Adventures. 3 Round Combat Plans were introduced in my course Faster Combat. It’s been mentioned by others online, and I do not think I invented it. But […]
Continue readingRoleplaying Tips Newsletter #1039 Several great articles I’ve found lately talk about D&D’s Action Economy. An Action Economy is a measure of how many moves the PCs can make versus their foes. In D&D 5E it’s clear that the game favours the party. PCs often get two or three additional actions versus foes. If for […]
Continue readingRoleplaying Tips Newsletter #0873 Here’s a great tip for speeding up combats from RPT GM Gary Martin: I’ve found one of the huge culprits at our table is the player zoning out while waiting for their turn. Even if turns are slow, it makes them five times slower when you have re-explain what’s going on. […]
Continue readingRoleplaying Tips Newsletter #1102 Here’s a radical idea, but hear me out. I’ve done this before, and when done right it works well. When a character makes a fantastic monster lore check, hand them the monster manual and let them read the monster entry out to the group. There are pros and cons here. Cons […]
Continue readingRoleplaying Tips Newsletter #1090 I recently posted ideas to help a reader about to GM a combat with a hydra in an arena setting. You emailed me back with great additional ideas and tips. Thank you! Here’s what I received that might help any combat you run in the future: Effective Crowd Control From Jack […]
Continue readingRoleplaying Tips Newsletter #1085 Gold Patron Jack S. asked me how to make an arena fight with a hydra memorable: I’m running D&D 5e for my players. I am planning a big arena fight with a Hydra while they’re in the big city for some downtime. (It’s part of a big end-of-year adventurers showcase that […]
Continue readingRoleplaying Tips Newsletter #1079 Last summer I watched a video with a great tip on how to add more story and drama to my melees. I’ve been using this tip for several sessions now, and it’s made a big difference. However, this narrative tactic was tricky for me at first, especially because it’s all improv. […]
Continue readingRoleplaying Tips Newsletter #1076 Have foes negotiate, retreat, or flee to end fights early. This new article by Daniel J. Mello offers great ideas about adding morale to make skirmishes faster and grittier, as well. However, while some games make retreats easy, in systems like D&D extricating oneself from combat is the kiss of death. […]
Continue readingRoleplaying Tips Newsletter #1074 I received an interesting tip request from RPT GM Kristen: What do you think about things like adding 50 HP because the baddies go down too quickly? One of my players actually said I should have done that rather than letting the encounter flop. A tricky situation. I refrain from doing […]
Continue readingRoleplaying Tips Newsletter #1073 RPT GM Kristen emailed me this worry: Hi Johnn, I used to fudge dice rolls. I’ve definitely changed my perspective on that from stuff you’ve said and other DMs that talk about this. I think what made me want to fudge things is that I’m afraid what I’ve made is too […]
Continue readingFrom Daniel J. Mello (danscififan) Morale — the esprit de corps, the willingness of the unit to continue to fight. This is an old wargame trait assigned to various armies. Infantry are well trained and usually have a high Morale, where partisans and rebels are not as well trained and often have a lower Morale. […]
Continue readingCombat without purpose becomes a grind.
One awesome solution you can use: Combat Missions.
But it’s more than that.
Toastmasters taught me to start with the audience and ask one key question:
How do I want the audience to feel during and after my speech?
So too it is with combats.
Continue reading